First Feedback:A minor Graphics-Bug: when restarting there are two "triplets" outside the hex.

Time: Time is up really fast, maybe there is an chance to gather some time on every succesfull removal.

Controls: Yeah it's really not that intuitiv, mouse could be more intuitive. Just an Idea: A "Circle" around the hex, where every degree equals an "triplet"-position around the hex. Don't know if this fits into 4k.

This is conceptually pretty cool! There are a few problems, however:1) The movement could really use some smoothing. The "choppy" nature that comes with moving big things tile by tile makes it feel somewhat sluggish.2) When you pass a corner of the hexagon, the direction changes rather arbitrarily (and not the same way each time you pass the corner).

New combo system: The player has time to make combos before the gems are removed. You can add gems to a line, make new lines, anything to make more combos (and get more time), the only condition is to have at least one new gem (a gem not activated) in the line to be considered combo.

This is conceptually pretty cool! There are a few problems, however:1) The movement could really use some smoothing. The "choppy" nature that comes with moving big things tile by tile makes it feel somewhat sluggish.2) When you pass a corner of the hexagon, the direction changes rather arbitrarily (and not the same way each time you pass the corner).

I have no answer for the problem (1), the model does'nt allow fractional movement of the "rows".

The problem(2) was resolved, now the direction changes always the same way, It also resolved the problem of the angle change with the 'A' key.

Interesting puzzle concept. I like the fade effect used when moving around. The puzzle is way too difficult to solve. This should be a relaxing solitaire-type game, but instead, it’s just too confusing to play.

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